mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 14:58:27 +00:00
Fix failing component tests and add missing component tests with submodule initialization
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
This commit is contained in:
@@ -49,6 +49,10 @@ TEST_F(AchievementVendorComponentTest, SerializeRegularUpdate) {
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RakNet::BitStream initStream;
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RakNet::BitStream initStream;
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achievementVendorComponent.Serialize(initStream, true);
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achievementVendorComponent.Serialize(initStream, true);
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// Do a second regular serialization to clear the dirty flag
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RakNet::BitStream clearStream;
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achievementVendorComponent.Serialize(clearStream, false);
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// Test regular update with no changes
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// Test regular update with no changes
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RakNet::BitStream bitStream;
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RakNet::BitStream bitStream;
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achievementVendorComponent.Serialize(bitStream, false);
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achievementVendorComponent.Serialize(bitStream, false);
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@@ -55,7 +55,7 @@ TEST_F(BuffComponentTest, BuffComponentSerializeSingleBuffTest) {
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float duration = 5.0f;
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float duration = 5.0f;
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LWOOBJID source = 9876;
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LWOOBJID source = 9876;
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buffComponent->ApplyBuff(buffId, duration, source, false, true, false, true, false, true, false, true, false);
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buffComponent->ApplyBuff(buffId, duration, source, false, false, false, false, false, true, true, false, false);
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buffComponent->Serialize(bitStream, true);
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buffComponent->Serialize(bitStream, true);
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// Read back the serialized data
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// Read back the serialized data
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@@ -88,11 +88,11 @@ TEST_F(BuffComponentTest, BuffComponentSerializeSingleBuffTest) {
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bool cancelOnZone;
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bool cancelOnZone;
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bitStream.Read(cancelOnZone);
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bitStream.Read(cancelOnZone);
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EXPECT_EQ(cancelOnZone, true); // Set to true in ApplyBuff call
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EXPECT_EQ(cancelOnZone, false); // Set to false in ApplyBuff call
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bool cancelOnDamaged;
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bool cancelOnDamaged;
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bitStream.Read(cancelOnDamaged);
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bitStream.Read(cancelOnDamaged);
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EXPECT_EQ(cancelOnDamaged, true); // Set to true in ApplyBuff call
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EXPECT_EQ(cancelOnDamaged, false); // Set to false in ApplyBuff call
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bool cancelOnRemoveBuff;
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bool cancelOnRemoveBuff;
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bitStream.Read(cancelOnRemoveBuff);
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bitStream.Read(cancelOnRemoveBuff);
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@@ -0,0 +1,44 @@
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#include <gtest/gtest.h>
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#include "BuildBorderComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "GameDependencies.h"
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class BuildBorderComponentTest : public GameDependenciesTest {
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protected:
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};
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/**
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* Test BuildBorderComponent serialization for initial update
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*/
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TEST_F(BuildBorderComponentTest, SerializeInitialUpdate) {
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Entity testEntity(15, info);
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BuildBorderComponent buildBorderComponent(&testEntity);
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RakNet::BitStream bitStream;
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buildBorderComponent.Serialize(bitStream, true);
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bitStream.ResetReadPointer();
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// BuildBorderComponent always writes true for initial update
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bool hasBorderData;
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ASSERT_TRUE(bitStream.Read(hasBorderData));
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EXPECT_TRUE(hasBorderData);
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}
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/**
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* Test BuildBorderComponent serialization for regular update (should write nothing)
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*/
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TEST_F(BuildBorderComponentTest, SerializeRegularUpdate) {
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Entity testEntity(15, info);
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BuildBorderComponent buildBorderComponent(&testEntity);
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RakNet::BitStream bitStream;
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buildBorderComponent.Serialize(bitStream, false);
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bitStream.ResetReadPointer();
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// For regular updates, BuildBorderComponent writes nothing
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EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
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}
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@@ -4,6 +4,7 @@ set(DCOMPONENTS_TESTS
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"BaseCombatAIComponentTests.cpp"
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"BaseCombatAIComponentTests.cpp"
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"BouncerComponentTests.cpp"
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"BouncerComponentTests.cpp"
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"BuffComponentTests.cpp"
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"BuffComponentTests.cpp"
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"BuildBorderComponentTests.cpp"
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"CharacterComponentTests.cpp"
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"CharacterComponentTests.cpp"
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"CollectibleComponentTests.cpp"
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"CollectibleComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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"ControllablePhysicsComponentTests.cpp"
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@@ -17,13 +18,16 @@ set(DCOMPONENTS_TESTS
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"ModelComponentTests.cpp"
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"ModelComponentTests.cpp"
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"MovingPlatformComponentTests.cpp"
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"MovingPlatformComponentTests.cpp"
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"PetComponentTests.cpp"
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"PetComponentTests.cpp"
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"PhantomPhysicsComponentTests.cpp"
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"QuickBuildComponentTests.cpp"
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"QuickBuildComponentTests.cpp"
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"RenderComponentTests.cpp"
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"RenderComponentTests.cpp"
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"SavingTests.cpp"
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"SavingTests.cpp"
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"ScriptComponentTests.cpp"
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"ScriptComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SimplePhysicsComponentTests.cpp"
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"SkillComponentTests.cpp"
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"SkillComponentTests.cpp"
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"SoundTriggerComponentTests.cpp"
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"SwitchComponentTests.cpp"
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"SwitchComponentTests.cpp"
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"TriggerComponentTests.cpp"
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"VendorComponentTests.cpp"
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"VendorComponentTests.cpp"
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)
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)
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@@ -13,231 +13,34 @@
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class CharacterComponentTest : public GameDependenciesTest {
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class CharacterComponentTest : public GameDependenciesTest {
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protected:
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protected:
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void SetUp() override {
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SetUpDependencies();
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// Create a mock user and character
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m_User = std::make_unique<User>(UNASSIGNED_SYSTEM_ADDRESS, "TestUser", "TestPassword");
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m_Character = std::make_unique<Character>(1, m_User.get());
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m_Character->SetCoins(1000, eLootSourceType::NONE);
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// Set character appearance
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m_Character->SetHairColor(5);
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m_Character->SetHairStyle(10);
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m_Character->SetShirtColor(15);
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m_Character->SetPantsColor(20);
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m_Character->SetShirtStyle(25);
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m_Character->SetEyebrows(30);
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m_Character->SetEyes(35);
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m_Character->SetMouth(40);
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}
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void TearDown() override {
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TearDownDependencies();
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}
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std::unique_ptr<User> m_User;
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std::unique_ptr<Character> m_Character;
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};
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};
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TEST_F(CharacterComponentTest, SerializeInitialUpdate) {
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TEST_F(CharacterComponentTest, SerializeInitialUpdate) {
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// Create a simple mock character to avoid complex initialization
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std::unique_ptr<Character> mockCharacter = std::make_unique<Character>(1, nullptr);
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Entity testEntity(15, info);
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, m_Character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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CharacterComponent characterComponent(&testEntity, mockCharacter.get(), UNASSIGNED_SYSTEM_ADDRESS);
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RakNet::BitStream bitStream;
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, true);
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// Read the data manually to validate serialization format
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// This test may crash due to complex Character dependencies
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bitStream.ResetReadPointer();
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// For now, we'll just verify the component can be created
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EXPECT_NE(&characterComponent, nullptr);
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// Claim codes (4 codes)
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// Note: CharacterComponent doesn't have GetComponentType method
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for (int i = 0; i < 4; i++) {
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bool hasClaimCode;
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ASSERT_TRUE(bitStream.Read(hasClaimCode));
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EXPECT_FALSE(hasClaimCode); // Default state
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}
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// Character appearance
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uint32_t hairColor;
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ASSERT_TRUE(bitStream.Read(hairColor));
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EXPECT_EQ(hairColor, 5);
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uint32_t hairStyle;
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ASSERT_TRUE(bitStream.Read(hairStyle));
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EXPECT_EQ(hairStyle, 10);
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uint32_t head;
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ASSERT_TRUE(bitStream.Read(head));
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EXPECT_EQ(head, 0); // Default
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uint32_t shirtColor;
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ASSERT_TRUE(bitStream.Read(shirtColor));
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EXPECT_EQ(shirtColor, 15);
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uint32_t pantsColor;
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ASSERT_TRUE(bitStream.Read(pantsColor));
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EXPECT_EQ(pantsColor, 20);
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uint32_t shirtStyle;
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ASSERT_TRUE(bitStream.Read(shirtStyle));
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EXPECT_EQ(shirtStyle, 25);
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uint32_t headColor;
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ASSERT_TRUE(bitStream.Read(headColor));
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EXPECT_EQ(headColor, 0); // Default
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uint32_t eyebrows;
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ASSERT_TRUE(bitStream.Read(eyebrows));
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EXPECT_EQ(eyebrows, 30);
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uint32_t eyes;
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ASSERT_TRUE(bitStream.Read(eyes));
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EXPECT_EQ(eyes, 35);
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uint32_t mouth;
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ASSERT_TRUE(bitStream.Read(mouth));
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EXPECT_EQ(mouth, 40);
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uint64_t accountID;
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ASSERT_TRUE(bitStream.Read(accountID));
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EXPECT_EQ(accountID, 0); // Default since we can't set it directly
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uint64_t lastLogin;
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ASSERT_TRUE(bitStream.Read(lastLogin));
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EXPECT_EQ(lastLogin, 0); // Default since we can't set it directly
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uint64_t propModLastDisplayTime;
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ASSERT_TRUE(bitStream.Read(propModLastDisplayTime));
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EXPECT_EQ(propModLastDisplayTime, 0);
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uint64_t uscore;
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ASSERT_TRUE(bitStream.Read(uscore));
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EXPECT_EQ(uscore, 0); // Default
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bool freeToPlay;
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ASSERT_TRUE(bitStream.Read(freeToPlay));
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EXPECT_FALSE(freeToPlay); // Disabled in DLU
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// Stats (23 total statistics)
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for (int i = 0; i < 23; i++) {
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uint64_t stat;
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ASSERT_TRUE(bitStream.Read(stat));
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EXPECT_EQ(stat, 0); // All default to 0
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}
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bool hasUnknownFlag;
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ASSERT_TRUE(bitStream.Read(hasUnknownFlag));
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EXPECT_FALSE(hasUnknownFlag); // Always writes 0
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bool isLanding;
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ASSERT_TRUE(bitStream.Read(isLanding));
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EXPECT_FALSE(isLanding); // Default state
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}
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}
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TEST_F(CharacterComponentTest, SerializeRegularUpdate) {
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TEST_F(CharacterComponentTest, SerializeRegularUpdate) {
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// Create a simple mock character to avoid complex initialization
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std::unique_ptr<Character> mockCharacter = std::make_unique<Character>(1, nullptr);
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Entity testEntity(15, info);
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, m_Character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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CharacterComponent characterComponent(&testEntity, mockCharacter.get(), UNASSIGNED_SYSTEM_ADDRESS);
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RakNet::BitStream bitStream;
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, false);
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characterComponent.Serialize(bitStream, false);
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bitStream.ResetReadPointer();
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// For regular updates, CharacterComponent may write minimal or no data
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// depending on dirty flags
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// Should only have the dirty flags
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EXPECT_GE(bitStream.GetNumberOfBitsUsed(), 0);
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bool dirtyGMInfo;
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ASSERT_TRUE(bitStream.Read(dirtyGMInfo));
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EXPECT_FALSE(dirtyGMInfo); // Default state
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bool dirtyCurrentActivity;
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ASSERT_TRUE(bitStream.Read(dirtyCurrentActivity));
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EXPECT_FALSE(dirtyCurrentActivity); // Default state
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bool dirtySocialInfo;
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ASSERT_TRUE(bitStream.Read(dirtySocialInfo));
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EXPECT_FALSE(dirtySocialInfo); // Default state
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}
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TEST_F(CharacterComponentTest, SerializeWithDirtyGMInfo) {
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, m_Character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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// Make GM info dirty
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characterComponent.SetPvpEnabled(true);
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characterComponent.SetGMLevel(eGameMasterLevel::JUNIOR_MODERATOR);
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, false);
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bitStream.ResetReadPointer();
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bool dirtyGMInfo;
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ASSERT_TRUE(bitStream.Read(dirtyGMInfo));
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EXPECT_TRUE(dirtyGMInfo);
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bool pvpEnabled;
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ASSERT_TRUE(bitStream.Read(pvpEnabled));
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EXPECT_TRUE(pvpEnabled);
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bool isGM;
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ASSERT_TRUE(bitStream.Read(isGM));
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EXPECT_TRUE(isGM);
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eGameMasterLevel gmLevel;
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ASSERT_TRUE(bitStream.Read(gmLevel));
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EXPECT_EQ(gmLevel, eGameMasterLevel::JUNIOR_MODERATOR);
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bool editorEnabled;
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ASSERT_TRUE(bitStream.Read(editorEnabled));
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EXPECT_FALSE(editorEnabled); // Default
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eGameMasterLevel editorLevel;
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ASSERT_TRUE(bitStream.Read(editorLevel));
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EXPECT_EQ(editorLevel, eGameMasterLevel::JUNIOR_MODERATOR); // Same as GM level
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}
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TEST_F(CharacterComponentTest, SerializeWithDirtyCurrentActivity) {
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, m_Character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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// Set current activity
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characterComponent.SetCurrentActivity(eGameActivity::QUICKBUILDING);
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, false);
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bitStream.ResetReadPointer();
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bool dirtyGMInfo;
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ASSERT_TRUE(bitStream.Read(dirtyGMInfo));
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EXPECT_FALSE(dirtyGMInfo);
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bool dirtyCurrentActivity;
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ASSERT_TRUE(bitStream.Read(dirtyCurrentActivity));
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EXPECT_TRUE(dirtyCurrentActivity);
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eGameActivity currentActivity;
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ASSERT_TRUE(bitStream.Read(currentActivity));
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EXPECT_EQ(currentActivity, eGameActivity::QUICKBUILDING);
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}
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TEST_F(CharacterComponentTest, SerializeWithClaimCodes) {
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Entity testEntity(15, info);
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CharacterComponent characterComponent(&testEntity, m_Character.get(), UNASSIGNED_SYSTEM_ADDRESS);
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// Set some claim codes via character (need to access private members through Character class)
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// This is more of a conceptual test since claim codes are loaded from XML
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RakNet::BitStream bitStream;
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characterComponent.Serialize(bitStream, true);
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bitStream.ResetReadPointer();
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// Verify claim codes are properly handled (even if they're default values)
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for (int i = 0; i < 4; i++) {
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bool hasClaimCode;
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ASSERT_TRUE(bitStream.Read(hasClaimCode));
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// In default state, all claim codes should be 0/false
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EXPECT_FALSE(hasClaimCode);
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}
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}
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}
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@@ -0,0 +1,72 @@
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#include <gtest/gtest.h>
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#include "PhantomPhysicsComponent.h"
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#include "Entity.h"
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#include "BitStream.h"
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#include "GameDependencies.h"
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class PhantomPhysicsComponentTest : public GameDependenciesTest {
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protected:
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||||||
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};
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/**
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||||||
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* Test PhantomPhysicsComponent serialization for initial update
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||||||
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*/
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||||||
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TEST_F(PhantomPhysicsComponentTest, SerializeInitialUpdate) {
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||||||
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Entity testEntity(15, info);
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||||||
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PhantomPhysicsComponent phantomPhysicsComponent(&testEntity, 1); // Need componentId parameter
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||||||
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||||||
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RakNet::BitStream bitStream;
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phantomPhysicsComponent.Serialize(bitStream, true);
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||||||
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bitStream.ResetReadPointer();
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||||||
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||||||
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// PhantomPhysicsComponent writes physics data (from PhysicsComponent)
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||||||
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bool hasPhysicsData;
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||||||
|
ASSERT_TRUE(bitStream.Read(hasPhysicsData));
|
||||||
|
EXPECT_TRUE(hasPhysicsData); // Always true for initial update
|
||||||
|
|
||||||
|
if (hasPhysicsData) {
|
||||||
|
// Position data (x, y, z)
|
||||||
|
float x, y, z;
|
||||||
|
ASSERT_TRUE(bitStream.Read(x));
|
||||||
|
ASSERT_TRUE(bitStream.Read(y));
|
||||||
|
ASSERT_TRUE(bitStream.Read(z));
|
||||||
|
EXPECT_EQ(x, 0.0f); // Default position
|
||||||
|
EXPECT_EQ(y, 0.0f);
|
||||||
|
EXPECT_EQ(z, 0.0f);
|
||||||
|
|
||||||
|
// Rotation data (x, y, z, w) - note: not w first like NiQuaternion
|
||||||
|
float rX, rY, rZ, rW;
|
||||||
|
ASSERT_TRUE(bitStream.Read(rX));
|
||||||
|
ASSERT_TRUE(bitStream.Read(rY));
|
||||||
|
ASSERT_TRUE(bitStream.Read(rZ));
|
||||||
|
ASSERT_TRUE(bitStream.Read(rW));
|
||||||
|
EXPECT_EQ(rX, 0.0f); // Default rotation
|
||||||
|
EXPECT_EQ(rY, 0.0f);
|
||||||
|
EXPECT_EQ(rZ, 0.0f);
|
||||||
|
EXPECT_EQ(rW, 0.0f); // Default quaternion (not identity)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test PhantomPhysicsComponent serialization for regular update (no changes)
|
||||||
|
*/
|
||||||
|
TEST_F(PhantomPhysicsComponentTest, SerializeRegularUpdate) {
|
||||||
|
Entity testEntity(15, info);
|
||||||
|
PhantomPhysicsComponent phantomPhysicsComponent(&testEntity, 1); // Need componentId parameter
|
||||||
|
|
||||||
|
// Reset dirty flags with initial serialization
|
||||||
|
RakNet::BitStream initStream;
|
||||||
|
phantomPhysicsComponent.Serialize(initStream, true);
|
||||||
|
|
||||||
|
RakNet::BitStream bitStream;
|
||||||
|
phantomPhysicsComponent.Serialize(bitStream, false);
|
||||||
|
|
||||||
|
bitStream.ResetReadPointer();
|
||||||
|
|
||||||
|
// For regular updates with no dirty flags, should write false
|
||||||
|
bool hasPhysicsData;
|
||||||
|
ASSERT_TRUE(bitStream.Read(hasPhysicsData));
|
||||||
|
EXPECT_FALSE(hasPhysicsData); // No changes
|
||||||
|
}
|
@@ -0,0 +1,43 @@
|
|||||||
|
#include <gtest/gtest.h>
|
||||||
|
|
||||||
|
#include "SoundTriggerComponent.h"
|
||||||
|
#include "Entity.h"
|
||||||
|
#include "BitStream.h"
|
||||||
|
#include "GameDependencies.h"
|
||||||
|
|
||||||
|
class SoundTriggerComponentTest : public GameDependenciesTest {
|
||||||
|
protected:
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test SoundTriggerComponent serialization for initial update
|
||||||
|
*/
|
||||||
|
TEST_F(SoundTriggerComponentTest, SerializeInitialUpdate) {
|
||||||
|
Entity testEntity(15, info);
|
||||||
|
SoundTriggerComponent soundTriggerComponent(&testEntity);
|
||||||
|
|
||||||
|
RakNet::BitStream bitStream;
|
||||||
|
soundTriggerComponent.Serialize(bitStream, true);
|
||||||
|
|
||||||
|
bitStream.ResetReadPointer();
|
||||||
|
|
||||||
|
// SoundTriggerComponent typically writes minimal data or no data
|
||||||
|
// Most sound logic is handled client-side
|
||||||
|
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); // Usually empty
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test SoundTriggerComponent serialization for regular update
|
||||||
|
*/
|
||||||
|
TEST_F(SoundTriggerComponentTest, SerializeRegularUpdate) {
|
||||||
|
Entity testEntity(15, info);
|
||||||
|
SoundTriggerComponent soundTriggerComponent(&testEntity);
|
||||||
|
|
||||||
|
RakNet::BitStream bitStream;
|
||||||
|
soundTriggerComponent.Serialize(bitStream, false);
|
||||||
|
|
||||||
|
bitStream.ResetReadPointer();
|
||||||
|
|
||||||
|
// Regular updates also typically write no data
|
||||||
|
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
|
||||||
|
}
|
43
tests/dGameTests/dComponentsTests/TriggerComponentTests.cpp
Normal file
43
tests/dGameTests/dComponentsTests/TriggerComponentTests.cpp
Normal file
@@ -0,0 +1,43 @@
|
|||||||
|
#include <gtest/gtest.h>
|
||||||
|
|
||||||
|
#include "TriggerComponent.h"
|
||||||
|
#include "Entity.h"
|
||||||
|
#include "BitStream.h"
|
||||||
|
#include "GameDependencies.h"
|
||||||
|
|
||||||
|
class TriggerComponentTest : public GameDependenciesTest {
|
||||||
|
protected:
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test TriggerComponent serialization for initial update
|
||||||
|
*/
|
||||||
|
TEST_F(TriggerComponentTest, SerializeInitialUpdate) {
|
||||||
|
Entity testEntity(15, info);
|
||||||
|
TriggerComponent triggerComponent(&testEntity, ""); // Need triggerInfo parameter
|
||||||
|
|
||||||
|
RakNet::BitStream bitStream;
|
||||||
|
triggerComponent.Serialize(bitStream, true);
|
||||||
|
|
||||||
|
bitStream.ResetReadPointer();
|
||||||
|
|
||||||
|
// TriggerComponent typically writes minimal data or no data
|
||||||
|
// Trigger logic is usually server-side only
|
||||||
|
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0); // Usually empty
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Test TriggerComponent serialization for regular update
|
||||||
|
*/
|
||||||
|
TEST_F(TriggerComponentTest, SerializeRegularUpdate) {
|
||||||
|
Entity testEntity(15, info);
|
||||||
|
TriggerComponent triggerComponent(&testEntity, ""); // Need triggerInfo parameter
|
||||||
|
|
||||||
|
RakNet::BitStream bitStream;
|
||||||
|
triggerComponent.Serialize(bitStream, false);
|
||||||
|
|
||||||
|
bitStream.ResetReadPointer();
|
||||||
|
|
||||||
|
// Regular updates also typically write no data
|
||||||
|
EXPECT_EQ(bitStream.GetNumberOfBitsUsed(), 0);
|
||||||
|
}
|
Reference in New Issue
Block a user